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71
Rules and such / "Technosapients"
« Last post by MercilessMing on <07-22-22/0752:18> »
Just now ran across this in Power Plays, EVO section:
Quote
In a partnership with YNT, they also have a line of life-like anthroform drones and properly modified gear and clothing, which is offered for technosapients who want style on their forms when playing in the meat realm.
Hoping this is paid off in Hack & Slash!
72
Gamemasters' Lounge / Re: There be dragons here!
« Last post by Michael Chandra on <07-22-22/0443:47> »
Hm, I'd probably just modify Lofwyr's statblock, or another dragon's. Some dragons (like Lofwyr) were in Street Legends, others were in Clutch of the Dragons.
73
Gamemasters' Lounge / There be dragons here!
« Last post by WolfWizard300 on <07-21-22/2256:50> »
This might be a little more than a character build... but I was wondering if anybody ever saw or designed a Tiamat build for SR??

  The dragons are a major part in the SR world and I was contemplating a campaign that deals with a " Mother of all Dragons" at the end.

Any thoughts??
74
Rules and such / Re: [SR6]What's the idea behind edge action Tumble?
« Last post by Xenon on <07-21-22/1833:18> »
what the point of this edge action?
To cause the Prone Status Effect (which cause a negative dice pool modifier of 2 dice while defending against attacks from Close or Near ranges and typically also cost a Minor Action to get rid of). It is perhaps not an instant "I Win"-button, but for just 1 Edge it is not too shabby in the right situations ;-)


standing up is just one minior action that I can take in my turn
The Stand Up Minor Action can only be taken during your Turn. Until you do you will still suffer the Prone Status Effect (perhaps your attacker started with Tumble and then followed up with a second attack or perhaps he got friends that can now attack you while you are Prone). And when it is time for you to act you need to sacrifice one of your minor actions to Stand Up (which perhaps mean that you no longer have enough Minor Actions to attack twice).
75
The way I've run this in the past is applied the 2 meter move limit from Prone even if they spent an action standing up.  That gives more utility to tripping and tumbling.  So, it can be useful to control a target's movement if they're trying to run away or charge a soft target on your team.

edit:
Tumble DOES need clarification though.  Here's the text:
Quote from: CRB pg. 47
Tumble (Melee Attack): Your advantages combine to give you the chance to not just hurt your opponent but bring them to the ground. If the damage being inflicted on a target is greater than the targetís Body, they are brought down, giving them the Prone status. Cost: 1 Edge
The damage that matters is the potential damage of the attack, in other words after the Defense Test and before the Body soak roll.
Characters are always knocked down if they suffer more damage than their Body attribute in an attack, after the soak roll.
76
Rules and such / Re: [SR6]What's the idea behind edge action Tumble?
« Last post by Reaver on <07-21-22/1350:10> »
Don't have the 6e rulebook, but I would suggest you check out the "Prone" condition modifiers....

If older editions, being prone fucking sucked! Defense actions were limited (later changed to a DP modifier), attacks against you had bonus dice, movement was limited until you stood up (so getting into cover was harder)

In 4 and 5e, knocking someone prone was mostly a team taxtics thing, because of the limit of a single attack/rnd.... which meant a team's first attacker would try to knock a target prone, thus limiting that target's defense and attack dice pools, while adding a situational bonus to the rest of the team....
77
Rules and such / [SR6]What's the idea behind edge action Tumble?
« Last post by marfish on <07-21-22/1325:20> »
Quote
Tumble (Melee Attack): Your advantages combine to give you the chance to not just hurt your opponent but bring them to the ground. If the damage being inflicted on a target is greater than the targetís Body, they are brought down, giving them the Prone status. Cost: 1 Edge

I am confused...what the point of this edge action? standing up is just one minior action that I can take in my turn without doing any test...So...I just spend an edge to potentially exchange one minior action of the opponent?
78
Catalyst's Shadowrun Products / Sixth World Game Book Request
« Last post by Greysword on <07-20-22/1756:44> »
Hi everyone.  Not sure who is reading this that can feed the request back to the people that can make this happen, so I will just post it here and see if it gets any traction.

While I've already bought the initial Core Rule Book for 6E and just bought the City Edition (gave the other to Goodwill, so someone new can discover the game), I was hoping to request a version that incorporates the City Edition and the Companion book.

Not sure if hiring someone to do that layout would be worth it, but just thought I'd ask. 

Along the same lines, I would love to see "collected editions" of the previous editions, that sorts all of the info from the CRB and supplements from that edition into a definitive set of volumes with all of the rules and options collected together (like a weapons section with all of the weapons from all of the supplements in one place or a definitive Magic volume with all of the rules together, spells, etc.

To fund this, CGL can do a Kickstarter type event, so the capital outlay isn't on them.

Lastly, would it be possible to make previous editions (and even 6E) print on demand through DriveThruRPG?  It would be great to get the most up to date versions of the books in soft cover.

Thanks for listening!
79
Mathew Murdock's abilities include:

Heightened tactile receptors (can 'read' words printed on a page by the differences left from the printing process - be that handwritten, or laser printed)

Olympic level agility

Heightened sub sonic and utra sonic hearing (can hear things too low, and too high for the normal range of hearing. Can hear a heart beat at 50 meters away, and even tell if you're lying based on heart impulses!)

Radar sense out to a range of 300 meters (or the closest structurally sound wall)
Can detect the EXACT location, speed and trajectory of objects in a 360 degree field of 'view'
Heightened sense of smell, can detect individual chemicals by smell and even track someone by smell, up to 48 hours later.

Increased healing. (Mat recovers from both injury and fatigue about 30% faster then a normal person)

●●●●

So, the trick is to find a set of powers that mimick those abilities...
Its possible sure, but you are going to need a willing GM to get around some of the crippling dice pool penalties that the build will run into...

Because, well negative qualities that aren't a NEGATIVE effect, can't really be called a 'Negative quality' now can they?

80
General Discussion / Re: Shadowrun Humble RPG Bundle
« Last post by Tecumseh on <07-19-22/1538:00> »
Thanks for posting this.

The URL is a bit wonky so try this one: https://www.humblebundle.com/books/shadowrun-trpg-catalyst-game-labs-books
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